Interesting Websites


And the quest continues...

Minor Update

Download code here. I was having problems loading the next level of the game. Just a couple of hours ago I ended up reordering when I called the update() and gamestate() functions and now it works. Level 3 doesn't have much in it yet. All it has is the map and ... [Link]

Zone 1 Complete?

Click to download Blobby. Total Hours Since Wednesday: 7 At last Zone 1 is complete, that is, depending on whether or not I want to make it more detailed. For the most part Zone 1 is done. Blobby can finally transform into his ninja form ... [Link]

Still missing Gorbo

Total hours since last meeting: 12 Code @ http://students.umw.edu/~rrill4hf/. A good 7 hours was spent working on the dumdums' animation, behavior, and position. Taking the "marching" suggestion into consideration the dumdums continuously fly vertically without the need for the player to be in striking range. Once the player does come into a ... [Link]

Sprites Galore!

Total Hours: 4 I created a handful of new character sprites for the game. I think these will be the last batch excluding the Final Boss and two more Blobby forms: Buster-style and Space-style (The names will become more apparent once those sprites are up). I think if I ... [Link]

Minor follow-up

Hours so far: 1 When I commented out the lines that dealt with sound when the player fell into a pit, the problem still wasn't solved. I then decided to change the y-coordinate where the player is deemed to have fallen. With a half-hour testing the pit falling now seems to ... [Link]

Hurrah for Level Changing

Total Hours: 4 Game can be downloaded @ http://students.umw.edu/~rrill4hf/. The file will be called Blobby.zip. You will need Dev-C++ and all that stuff for Allegro. As you can tell from my post title I am very happy to get level switching working. It took me a good hour ... [Link]

Still working on Run_Away

I am still working on the Allegro version of "Run_Away." Right now there is no collision detection in the game. My big concerns for now is blitting and maybe loading the bitmap files. I am not sure what the problem is but when I run the game the images seem ... [Link]

New level, new sprites, lacking level switch

Hours: 2 Total:4 If you have mappy, you can download the map @ http://students.umw.edu/~rrill4hf/ it is called level1_2. As I mentioned in the last post, I am planning on creating two stages for one level. In the first stage the player must go through obstacles and enemies in order to reach a ... [Link]

Working on level switching

Hours: 2 If you have mappy, you can download the map @ http://students.umw.edu/~rrill4hf/ it is called level1_2. The general idea for levels in Blobby's World is that each level will be divided into two stages similar to Sonic's zone-area split. The plan is to have a a goal for the first ... [Link]

New game?

To begin, here is a general overview of what I will be doing and when: Weeks 1 - 2: Develop story and main characters Weeks 3 - 6: ... [Link]

Blobby’s World

Game can bedownloaded @ students.umw.edu/~rrill4hf The file is called Blobby.zip Story Blobby lives on a peaceful world where blobs such as himself roll around with no worries. There are no monsters that could ever harm these peaceful blobby people. Blobby’s world is soon about to change! The evil Oop empire ... [Link]

Level redesign

From the last post I decided to resolve the collision problem by just redesigning the level to be more like that from Super Mario 2. I have also added bgm and jump sfx into the game. I am having problems figuring out when and how to prompt the enemies to ... [Link]

Minor Update

I haven't been able to work on Blobby's World too much. I am in the process of figuring out how to use the map editor Mappy in the game. As of right now I can only keep the player from going through the floors. It can still go through the ... [Link]

Outline

An outline for my paper can be found here. [Link]

Run_Away for Allegro

Run_Away completed for Allegro. I tried adding a score feature which is based on how long you get to the goal. I wasn't sure how to slow down the timer so for this game the score goes down really fast. The complete project can be downloaded from here. [Link]

Blobby’s World

Say hello to Blobby . He lives on a peaceful world where blobs such as himself roll around with no worries. There are no monsters that could ever harm these peaceful blobby people. Blobby's world is soon about to change! The evil Oop empire has landed. With no home ... [Link]

#define QUESTION ((bb) || !(bb))

post symposium recap

so this week has almost come and gone without the requisite recap of what's been going on. for those of you who don't know, this past wednesday was the computer science honor's symposium, otherwise known as zero hour. It's where seniors who've been doing an honors worthy project for at ... [Link]

fixed terrain

post name kind of says it all, but I fixed what was wrong with the terrain. Here's some basic pseudo code for terrain for z begin triangle_strip for x create 2 heights vertex(x, height1, z) vertex(x, height2, z+1) <== I was an idiot and didn't have the +1 here end x for loop end triangle strip end ... [Link]

terrain screenshots

Been plugging away since the normal monday night post and I've got the beginnings of terrain. Doesn't look like much yet, but it'll be pretty cool when I'm done. Read on to see the screenshots. [Link]

small tweaks and the beginnings of terrain

I've been steadily working over the past week to just refine and tweak what I've currently got. I've made a few small adjustments to the maze and cannon, although I'm still trying to figure out collision detection in the cannon. For those of you who haven't heard, until I get ... [Link]

chugging along

I spent most of the week trying to refine the maze and cannon mini games. I've added the box/basket to the cannon and have basic collision detection. All I've got to do is color/texture all the objects and it'll be set to go as a demo. At the moment I'm ... [Link]

physics, lights and how to texture a circle

It's been a pretty interesting week. Still playing with a wireframe mode and lights for the maze. I did add a pretty sweet texture to signify the end of the maze, there's a screencap at the end of the post. I'm still searching for a decent looking brick wall and ... [Link]

playing with physics

Since the last update, I've made it through spring break and started working on a small physics game. The basic premise is you've got a cannon and you're trying to launch a shot onto/into a target/box. I'm planning on it being very similar to Gorillas for Qbasic (one of the ... [Link]

collision and textures

Title pretty much sums up what Mike and I have gotten done. We got together sunday night and put together some of our code. Textures weren't working 100% since I was using the same texture method Mike had for his ui and I didn't have full access to all of ... [Link]

going ahead with the maze

Not much to say for this week. I've been working on creating a basic maze with opengl that I'm going to throw some physics in later. Right now I'm working on just getting it up and running. I'll add texture maps to it as soon as I've double checked to ... [Link]

switching gears and revving up…

Mike and I have attempted to switch gears a bit. We came to the realization that somewhere along the line we had shifted from our original goals and bitten off more than we could chew by adding in the creation of an entire game engine instead of our original goals ... [Link]

first map done

I spent today's shift working with Mike on the first maze within the Hammer editor. It's completely done as far as testing and running the map is concerned. All that remains is to finish working on the cosmetics like light placement and optimizing the block connections. The alpha version is ... [Link]

as usual bumbling through code with no result

If you've been reading my blog, you know that I originally planned on using maps based upon id software's bsp format specifically that of Quake III. I was able to successfully create a bsp loader which loaded the simple elements such as faces, vertices and textures. The problem with this ... [Link]

update for the new semester

Its been a while since my last update and I've just been approved for this semester, so I'll give a recap of whats happened since my last post. [Link]

animation, models and md2

Quick recap as to what I've been up to for the last few weeks. I figured now that I'm able to create nice maps I should have models to run through these maps. So I started playing around with md2 files. Its the file format id used to create models ... [Link]

Demo Video

I was looking up rendering techniques and ran across a few videos on youtube about modern techniques being used in games today. The first is from Team Fortress 2 and the second is from Crysis. Read on to see the videos. [Link]

bummer, but progressing

I've been working on adding functionality for new items into the bsp loader and I've run into a problem. Something I added causes the window to kill itself immediately after starting so I'm working on figuring that out and setting it straight. As soon as thats done I'll make sure ... [Link]

bsp success no more stl

I haven't written in a while mainly because I forgot to post an update last week. However, I haven't made any giant leaps in progress so I'll recap the last couple of weeks. I've more or less given up on a basic scene graph because I realized if I wrote ... [Link]

bsp loader and obfuscated code

While I'm still struggling through STL, templates and the like, I've been plugging away at trees and decided to head on with bsps (mostly since I know a lot about them due to the research I did last semester) and bsps will allow me to integrate lights, textures, collision and ... [Link]

dropped objects, STL and a plethora of trees

So the linked list errors still plague me. I was able to get it working, but just like my programs in 230, I randomly lost an object or two. Which really means I am horrible at basic data structures. Rather than spending even more time trying to figure out ... [Link]

fixed camera issues, still no final linked list

It's been a while, but I've been able to get a fair amount done. For starters I figured out what was wrong with my camera rotation functions. Turns out when I was creating my vector class I accidentally swapped the way vectors subtracted. After fixing that I uploaded the original ... [Link]

Flashy Level Time

Want to play?

The next, and possibly final, iteration of my game is up. I did a lot to it -- new instruction screen and edits on all other screens, endpoint, dragon special ability, etc. I've been working for a while. Time for bed. [Link]

Addendum

Time: 2.5 hours I spent some time trying to fix the buggy growth rate of plants. I didn't get anywhere. Please tell me if you notice that plants sometimes grow too quickly. In addition, I worked on things concerning the enemies. Their AI is a little more random now, as they ... [Link]

Monday Update

Time: 4.5 hours I have corrected the brutal bug that I encountered last week. It ended up having to do with variable names and scope -- I was using the name temp.x in two different functions and somehow they both ended up being the same space in memory. Now ... [Link]

Tired

4.5 hours of debugging with nothing to show has made me pretty frustrated, so I'm going to take a break from it and come back another time. Greta, I am going to ask you for Flash help tomorrow (I think the whole problem has to do with movieclip depths). ... [Link]

Bugger

I am in the process of adding enemies into HG. I am encountering freezing when I shrink down the min./max. numbers of columns and rows for grid creation. This is related to how I randomly place the main character on the grid. I have looked at the logic many times ... [Link]

Phew

Okay, so it was just a scare. My computer was acting up. I'm glad I thought to test my game on another computer. Scrolling was not working correctly for me on new or old versions of HG, so that is what made me think it could be a problem specific ... [Link]

From Our News Headquarters in Fredericksburg…

Officials have found a serious bug in the Flash game "Hatching Greens" that has to do with screen scrolling. More news at 11. [Link]

Pattern

I seem to do this every week that I have something going on on the weekend...I do work right after the weekly meeting and the day after that, and then don't do any work until the following Tuesday. This time Easter weekend was the cause -- I went home to ... [Link]

Half of the Polack Solution

We talked last meeting about ways of escaping situations where the player is trapped. I have not yet implemented the teleportation feature, but in relation to this, there is a problem in the game pertaining to player movement from one horizontal line of blocks to another. For example, ... [Link]

Finally, Internet Connection!

Here's the new version of my game. Some things to look for that I added this week are... new HUD features (bars on bottom AND top of the screen) a timer for how long the player has to beat each level a crop requirement for beating levels a score component that is computed ... [Link]

Testing

Ignore this post. Edit: So apparently one can post to blogs from within Word 2007? That's pretty cool. Just go to the Office symbol in the upper left corner, click new, then click "New blog post" under the "Blank and Recent" tab. After registering with your Blog provider, you ... [Link]

Fresh

Hours: 1.5 I finally put levels into my game. The program goes to a different frame on the timeline when advancing to the next level (a possible placeholder for a score screen) and then shifts back to the playing frame. There are still no baddies, but I am going to work ... [Link]

-+

I don't have much to report, but I did get some work done before spring break. I'll get more done on Tuesday. [Link]

Instructions

Time: 3 hours I... added a "How to Play" screen accessible from the title screen (this will later be accessible from the in-game screen) rigged up all the sprites so everything is working nicely now removed babies from the mix for now; they will probably be replaced by temporary powerups of different sorts ... [Link]

Sprites and Bugs

Time: 6 hours I spent some time last night and today working on three main things: the double jump, animated sprites, and moving around with one of the new sprites. I hit some nasty bugs along they way (one having to do with repeated key presses that were originally UNDETECTABLE; bleh!), ... [Link]

Kitty?

Time: 2 Hours Today I... made it so the player always spawns as close as possible to the middle column, and so he/she spawns over a rock space; the latter part usually works, but sometimes the character spawns in midair...I would like to fix this. changed the title screen slightly; I got sick ... [Link]

I’m running out of titles for posts

Time: 2 hours I took some time today to remedy a few gameplay problems that were occurring. One had to do with the player bumping into a player-made block while the block is directly under a blocking space. This would cause the character to become trapped. I changed it so that ... [Link]

Time: 2 hours I fixed bugs having to do with creating blocks next to other blocks and planting plants next to blocks. I changed the way making player-made blocks works (they now build on the player's current tile), and made them bouncy. This seems to make navigating the board ... [Link]

Phew

Time: 5 hours I did a lot tonight. I am too tired to describe what I did. I will report on my additions before Wednesday's meeting. Just play please :). Plant some seeds, watch your plants grow, and collect your crops. Thanks. Good night. Keys: Up -- jump Down -- ... [Link]

No title

Ignore this post for now...I will explain the new version and put up a new file soon. // var so_708492062 = new SWFObject("http://andrewfed.um~ so_708492062.addParam("wmode&q~ "transparent"); so_708492062.write("fo_targ_sc~ // [Link]

Jeff's Junks

Knocked out some bugs

I found a good number of bugs in my code. Mostly they were things that I didn't handle. For instance, I would have something return a null value that I wouldn't account for when calling the method. I went back and fixed a lot of the code that was interfering ... [Link]

JTables

So this week I have been working on making a TableModel for my TimeCard window. In doing so I found bugs in some of my domain level code. I spent an hour and a half fixing some bugs in my WorkDay, WorkPeriod, and TimePeriod classes. I also added a variable for ... [Link]

Getting my code from CVS

To get my project from CVS on to the Eclipse IDE: Download Eclipse IDE Go to the Eclipse Java EE IDE download page Install Eclipse Import project(s) Open Eclipse and choose a project folder to import into Click on File > New Project... In the window that pops up, click on CVS Project from CVS, then ... [Link]

SwingX, UI, and Applet

I spent most of my time getting SwingX to work with eclipse and to be in the CVS repository. I was reading a lot about JTables and how to use them properly, but I am not having good luck with getting those to work properly with the SwingX components. So ... [Link]

Setting Up

So this week I set up a webpage that I will probably add and edit too as this project's home page. The page is at http://rosemary.umw.edu:12330/prest~ I posted some uml diagrams and api specifications. Both are lacking in a good amount of information. I plan to update these sometime soon. I ... [Link]

Sorrell's independent attempt

99.9% Done and a bonus

I have completed all of the reports (both online and excel) that Ester needs. I just need to add an option to back up the database and then clear the database. I think I have gone through the software enough to find all the errors that I am ... [Link]

About 97% done

I have almost all of the software completed. I'm working on the reports for Ester now and so far I have the reports working to view online but not on excel. I still am not sure if I have gotten all of the bugs out of the software. ... [Link]

Back on track

So Prof. Davies was able to solve the problem I was having, it was just something really simple that I just couldn't see because I was looking at the code too much. That the answer I'm going with and not the fact I may be retarded. After that ... [Link]

Yea still running on Euro time or something

I feel like I still haven't adjusted to the time change yet or something. I have the Consultant feedback form up, however it is still in test mode. I am still having a problem with actually confirming the appointment though. The update to the database doesn't seem to be working ... [Link]

Getting back into the swing of things

I honestly have not touched any of my code since the Thursday before spring break. I did talk with the speaking center, before I left for Europe, about how the handle a session if the consultant can not make it. The girl said that they rarely cancel a ... [Link]

Completely Spaced

***Forgot to actually publish this when I wrote it.*** I have add the form for a student to request an appointment. They need to provide course name, building course is in, speech length, prof. name, prof. email, and three choice for there preferred appointment time. After submitting the form an email ... [Link]

Login and Registration

I have the user login and registration forms working for the Speaking Center. Here is the link . I have the registration set up to automatically add the user as a student into the database. The software checks to make sure that all the forms for the ... [Link]

hit a speed bump or two

The charger on my laptop died this weekend leaving laptop nothing more than a paper weight and I have also been fighting the flu since Friday, so my progress has been halted a bit. I'm currently writing this from my phone, so this post may be short. I started change the ... [Link]

Meeting With Yook

I met with Esther Yook today to discuss the software for the Speaking Center. I showed her the current site for the software and discussed with her some of the changes that I felt should be made. Here is a link to the site: Speaking Center Software . ... [Link]

Getting Started

While I have a good idea of what exactly I want to change and add to the current software for the speaking center, I'm waiting until I meet up with Esther Yook before changing too much. I want to get her opinion on the current software and see ... [Link]

Online Game Development

MySQL FIX: Row handle referred to a deleted row or a row marked for deletion.

Okay, so this could be a few things. Usually this means mysql is trying to access a row that you’ve already deleted. However I happened to get this error just by doing a select statement (and I hadn’t updated or deleted anything — go figure). I believe SQL didn’t like order in which I was [...] [Link]

Lesson 4: Pits of Doom — And Array We Go

In the last lesson we covered how to create a function, how to use some of php’s built in functions, and how to deal with sessions. Now we’ll take it even a step further. If you’ve tried the little game we have setup right now you’ll agree with me that’s its not only boring, it’s really [...] [Link]

Lesson 3: Pits of Doom — Mixing Things Up

In the last lesson we covered how to make a form, check to see if a button has been pressed, and display a message according to whether the user found the treasure or not. Now it’s time to take our very simple navigation page to the next level: random treasure location. In our final game, the [...] [Link]

Lesson 2: Pits of Doom — Breaking It Down

One of the best things to do if you’ve never made a game before or you don’t have much programming experience is to break things down into their most basic parts. We’ll start off making this game by doing some really really simple programming and then adding functionality until the game is complete. It doesn’t [...] [Link]

Free Multiplayer PHP/MySQL Game — Pits of Doom

About a month ago I started giving someone PHP/MySQL lessons. In the lessons I made up a little game to teach the guy how to do different things in PHP all the way up to making his own multiplayer online text-based game. So in the next few months I’m going to share insights on creating [...] [Link]

Lesson 1: Pits of Doom — Planning Stage

Before you start any kind of online game you need to take a minute to sit down and consider some of the following questions: What is my game called? What is my target audience? Can I afford the cost and time of manging my own game? Am I good at working with people? What competition already exists for the game ... [Link]

Column Name Appears More Than Once In Result Column

Okay, so I kept getting this error and it finally dawned on me that it means exactly what it says, lol. I was trying to run a stored procedure and had selected one field two times like this: SELECT M.name, A.address, A.phone, M.email, M.name FROM members M inner join address A on M.id = A.id; I selected [...] [Link]

Crystal Reports FIX: Report Name Wasn’t Specified

So when I looked online for the solution to this problem the only post I could find about it was on one of those, “you have to pay for this to view the answer” websites I completely hate. Since when does information as simple as error fixing have to cost money?!? Eventually I did figure out [...] [Link]

Allegro Fix: Programming Hanging Up & Freezing at Random

Okay, so I’m 99.9% positive that I’ve found the problem. It has to do with showing the mouse to the screen (although I’m not sure why its affecting everything now when it wasn’t having issues earlier). If you show the default mouse after you acquire the screen to lock it for drawing to the buffer the [...] [Link]

Breakthrough?

Okay, so after several hours of debugging I think I may have tracked down the problem I’ve been having with my Allegro program freezing/hanging up at random intervals. Before when the games was hanging up I noticed that the mouse is still scaring and unscaring. So I had a thought, maybe the mouse itself is [...] [Link]

Harder Map File & More Freezing

Time Spent - 6 hours So I’ve been working on fixing the map file for the first level… however, now that I’ve switched the game over to my horrible Vista PC its freezing even more often then it was before. It’s getting to the point that I’m going to have to figure out what is causing [...] [Link]

Instructions & Ending Point

Time Spent - 4 hours. Okay, I added in instructons (for those who can’t figure out how to move *cough* polack *cough*) and an “ending point” which essentially just loads a new map with another ending point. Eventually I’m going to make special blocks with arrows on them to designate stepping on them would lead the [...] [Link]

Source Code Version 0.07

Time spent - 4 hours. Okay, so I have the selector working now. There’s one issue with the pink color, so its not completely transparent like it should be but that’s a small fix (that I need to be on a computer with Photoshop to fix). You can download the code under the GNU public license. Remember that [...] [Link]

Allegro Programs Freeze, Not Responding…

Okay, so I spent another 2-3 hours trying to figure out whats going on with my program. I slowly added my code from my current version to an older version of source code that didn’t have problems with freezing. However I still couldn’t pinpoint where the problem was occuring (and it started happening again). Instead of [...] [Link]

libmysql.dll

Okay so I might as well post this one too. You can download it, just save file as. [Link]

Alleg42.dll

I just realized that I forgot to put the alleg42.dll in my older plex source code files. If you want to run it without making it then you’ll have to download the dll and put it into the project folder. Make sure you save as when you click on the link. [...] [Link]

Frozen

Time Spent - 3 hours Right now I’m having a problem with the game freezing after its been on for a little while. I’ve tried commenting out the music, the build blocks function, the draw function, and several other things. None of them seem to help. What happens is the game runs for a short period [...] [Link]

Block Selection

Time Spent - 6 hours Despite the torture of being made to program over spring break I managed to get block selection working. Every time you click on the game screen it calls a click routine. This routine checks several things: 1) are you clicking on blocks 2) are you clicking on a character on the board 3) are you ... [Link]

Source Code Version 0.06

Total Time - 8 hours I’ve fixed scrolling. The board now scrolls without a problem. To simplify things I’m currently working on selecting and moving blocks from only the top two levels. Another thing I fixed was making it so that when the character moved behind a tall block the lower half of their body is [...] [Link]

Source Code Version 0.05

Okay, I spent another two hours working on the movement problems I was having in Plex. After printing the moves out in my debugger I figured out the reason why movement wasn’t working was because I had it always returning false at the particular depth I was using at the time (depth 0). [...] [Link]

Music Visualization in Second Life

The Last Week Of Classes

I've done a lot since the last time I posted. The short version is that the visualization is up and running, all pretty and debugged. The only problem is that I can't upload the music to go with it. At first it was a problem with file extension (.wav is ... [Link]

The Week With the (More Than Usual) Network Trouble

I tried to get the visualization in testing shape for today, but the network wouldn't hear of it. Last night I managed to get some work in, when the network would hold a connection for any reasonable length of time, but it took me longer to do things than it ... [Link]

The Week…With Stuff

Okay, quick update here. Not much to say yet, as usual. I've found some good, basic MIDIs to use. They're all pretty short and tunes that I think most everyone would know, so that should work out for the survey, methinks. I'll work up the precise ... [Link]

The Week of April Fools’

Okay, so I haven't actually gotten anything done since I posted last Wednesday, but the project is my only assignment to work on for the next few days, so I plan to spend at least 3 hours on the project by meeting time. Tomorrow (probably for roughly half my ... [Link]

One Week in March

Okay, so once again I haven't made a lot of progress since the Wednesday meeting. Lately it seems like my work time on the project has shifted from Sunday/Monday to Tuesday/Wednesday. That being said, I expect to have more to show by the time we have the meeting. For ... [Link]

This Week Part 2

I've spent several more hours working on getting the visualization to interface with a file. Unfortunately, some of that time was spent trying to get the MIDI to CSV converter to work - unsuccessfully. For some reason, every time I try to run it on an MIDI file, the converter ... [Link]

This Week

I haven't had a lot of time to work on my project the past week, but I've made some conceptual progress and I should be able to put in some hours between now and Wednesday's meeting. As noted last week, my latest obstacle is the fact that getting the visualization to ... [Link]

The Week After Spring Break

Over the course of Spring Break I finished the structural aspects of the visualization, as well as much of the scripting for the visualization. Here's some screenshots: As you can see, the "tracer prim" in the middle zips around inside the spiral array. Points on the spiral array (specifically the spherical ... [Link]

Getting Somewhere

[Link]

Week…Whatever It Is

Not much to report just yet; with Spring Break approaching, I've been kept busy with midterms, reports, and other major assignments, two of which are due tomorrow. However, after that point I'm practically home free, and I fully intend to spend considerable time in SL tomorrow evening and Wednesday afternoon ... [Link]

Week 4

Okay, I'll openly admit that this week's progress has been pretty lame. I didn't have as much time to put into it as usual (though I think this past week will be the exception rather than the rule) and Second Life classes have been particularly uncooperative with my schedule. So, ... [Link]

Week 3

Okay, so this week I wanted to post several resources I've found so far, but then my hard drive ceased to function. I had a few things on there that I haven't been able to find again. I'll post them when I come across them. Meantime, I've still got a ... [Link]

Week 2

Okay, what to talk about...I guess I'll start by reiterating some of what I mentioned during the meeting last Wednesday, since it hasn't been mentioned here yet. I've read several papers (I found a good set of stuff of visualizations through the ACM Digital Library), and have several ... [Link]

Week 1

I don't have a lot of interest to report in this first post, so I'll make it brief. I've gotten some basic research started, and have some interesting ideas about where I might look next for information. Consistently, for instance, I have encountered past music visualizations making very specific use of ... [Link]

GUI Development for Computer Gaming

Lots of misc. things fixed

The big thing that I managed to fix last night was the cannon game. The ball now bounces properly and you can actually get it to go into the box, both good things. To problem with the ball just rolling through the box was that when the box was moving ... [Link]

Quick Question

So the new animated background stuff is coming along, but I have reached a problem where someone might have a better solution than me. Given a point, how would you determine if it was in the blue section? I have one way figured out, but it's kind of lengthy and ... [Link]

I always knew the dwarves would save me

Drawing hud elements in a 3d world is a lot easier with code like the stuff found here. A lot easier than trying to figure out the math to switch the camera and view vectors, offset the polygon to the right part of the screen, and then make sure that the ... [Link]

Update

Using a program Joel showed me I was able to get the visual studio pro iso's burned. It was very easy to use and can be found here. If you think you are ever going to download images from Microsoft you might as well get that program because it makes ... [Link]

The Newest Plan… Seems to be working

So I postponed writing my blog on Monday until after Joel and I had both talked to Prof. Polack and figured out what we were going to do. Monday afternoon we both talked to her and then over Monday night and today we figured out our basic plan. While the source ... [Link]

Valve Stuff

Joel's post here, gives a pretty good intro in our attempted switch from writing a game engine from scratch to trying to use the Source SDK from Valve (particulary half-life 2). Like he said we have managed to get some maps up (one of them is a maze) and are ... [Link]

Map Stuff

So I spent about 3hours and 15minutes tonight helping Joel out with a map. We were using the half-life map editor and were trying to put together a maze. What we ended up with was pretty nice looking, everybody should be able to see it at the meeting tomorrow. [Link]

Since Our Meeting…

Before I start talking about how much time I spent on what this week, I have to ask what was everyone's favorite commercial? I really liked the dorito's one with the mouse, but I also thought the lizards dancing to thriller was pretty cool (though I know not everyone ... [Link]

Update

So I stopped making posts back when I couldn't't get textures to work, since there was never anything new to write about, and got out of the routine of doing it. But now that I am actually getting stuff to work I guess I should start writing again. Two weeks ago Prof. ... [Link]

Couple Things

I got a couple of things accomplished so far this weekend, nothing to complicated, so i'll just list them out: Upgraded everything from 2d to 3d coordinates Recoded how the buttons were being drawn, it's a nicer function now Recoded how resizing the windows works, added some checks for minimum size (keeps things ... [Link]

New Version of Code Up

I posted the current version of my code on rosemary again (the one that was there was pretty outdated). http://rosemary.umw.edu/~mleon1nf/4~ [Link]

1.5 Things Down

Since Wednesday I have been working on the stuff on my list and about 10 minutes ago I got one done. I was able to get Joel's traingle working in the right subwindow (changing it from pointers to regular objects seemed to be a big part of it). As for the ... [Link]

Things To Do

Clean up my code so it looks better for Polack =). Make it run Joel's triangle or pyramid thing without crashing. Convert everything from 2D to 3D. Figure out the mystery of the textures... [Link]

Splash Screen

While I was tinkering with trying to get the textures up (and I think I figured out the coords, but still nothing) I got the idea for how to implement multiple screens, so i went ahead and coded that up real quick. So now when the program starts you get a splash screen, ... [Link]

Texture Problem

So I am still having a problem getting the textures to wrap onto my buttons. I had it working before, but now it isn't, and i am pretty sure it has something to do with the coordinates for the polygon and texture. The polygons draw in correct spots, and I ... [Link]

Summary of the Week

Overall this week was a lot more successful than last week. Using the link Prof. Polack gave me I was able to fix my code and get the viewports working. I think the problem was that I was registering the callbacks for the different viewports incorrectly. Basically what i have completed ... [Link]